Title: MD5 Support - would it be useful? Post by: Nubstrike on July 04, 2011, 03:18:03 AM Greetings, fellow nerds.
I've been coding a mod for Q3/OA for a bit, and i'm now in the process of introducing MD5 support. The progress has been good so far, if anything goes fine, it will be complete in a few days. (screenies of MD5 loaded in the mod (http://www.moddb.com/mods/project-rdx/news/md5-support-in-progress)) I will release the code once finished. Would you have any use for it if I also refit the code for 0.8.5? Notes: -The current implementation combines up to three animations for each model (that would be legs anim, upper anim, and head anim). -The animation files (.md5anim) are loaded by an additional entry in the animations.cfg file, expected if a .md5mesh load has been successful. -It is supposed to load one single model for lower and upper character, possibly even the head. -The effect of looking up or down (not yet implemented) works by deforming a bone with a particular name (e.g. you're looking down by 60°, the "head" bone is deformed by 60° down and the "lower torso" bone is deformed by 15°) Title: Re: MD5 Support - would it be useful? Post by: fromhell on July 04, 2011, 12:15:19 PM No
MD5 does not store normals information, this means it'll look VERY BAD in game by having terrible shading. so, not useful at all. A better format would be MDR (Raven MD4 with no bone hierarchy) and IQM (once the implementations stop sucking) Title: Re: MD5 Support - would it be useful? Post by: Nubstrike on July 04, 2011, 02:11:15 PM You mean vertex normals?
If that's the case, they're calculated and stored on loading. (By the way, I didn't code all of the loader myself. I borrowed md5mesh loader and some math functions from XReal - I kept the files separated to avoid credit issues.) EDIT: I stand corrected, the normals calculated in loading time were not enough. I solved the problem calculating them in rendering instead. It's more resource-intensive and all, but on the upside you can have one model per player instead of 3 parts. Maybe it would even be possible to calculate them on loading and then simply deform them, as a sort of compromise. Maybe. Anyway, all things considered I guess you'll still want to stick with MD3 lol |